The official ggsound famitracker text to asm converter accounts for spaces and any other characters that don't belong in assemblers; however the developers of nesmakers instead chose to write their own converter. I personally felt that might be error prone versus just feeding the straight data right through the official converter, and I shared that with the developers, including a recommendation to perhaps try IronPython (though not sure on full python compatibility...but it'd probably be fine, as I've seen the official script work with python 2.x versions) which could run inside their C# app, but they may have good reasons for not using it? ¯\_(ツ)_/¯

Ok so, I have been struggling to figure this music thing out. I will post the text to 1 track that works, and I will post 1 that doesn't. The 1 I can get to work is the starting music to my level 1, and the other 1 I plan on using for a simple "shop/merchant" screen.

I right click on "Sound" in NESMaker and then it says "Import Famitracker txt". I click on that and then navigate to my Famitracker txt file versions of my ftm files. Song 1 is the only 1 out of like 20 I can get to work.

"An error occured while reading: C:\NESMAKER\Music\Jongaar003.txt. Please verify that this is a valid file. the given key was not present in the dictionary."
Then...
Map Export Error: "An Error occured while importing Sound. Value Cannot be null. Parameter name: s"

"An error occured while reading: C:\NESMAKER\Music\Jongaar003.txt. Please verify that this is a valid file. the given key was not present in the dictionary."
Then...
Map Export Error: "An Error occured while importing Sound. Value Cannot be null. Parameter name: s"

A big problem I immediately noticed is that one your songs is MUCH longer than 10 frames (09 ORDER). Remember that 10 frames is the limit per song. And by the way, I noticed that your second song has music data starting at 0D ORDER and 14 ORDER. Make sure for a new song your music data starts at 00 ORDER.

Also, one of your instruments uses the Hi-pitch envelope, which is NOT supported by GGsound.

A few other things of note is that your sfx should be labeled "sfx_Hit" instead of "SFX_Hit", and (almost) none of your instruments have a duty envelope. I don't think the latter should PREVENT your music from importing, but it's definitely good practice to set a duty envelope even if you're just using a 12.5% pulse width.

And of course, make sure that when you're exporting your .txt file you don't use spaces/punctuation/numbers/symbols etc. I'd reccommend just using upper/lowercase letters with no spaces in between, that's what I use.

All that being said, I do like the music in general. Could use some variety in the pulse instrumentation though.